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~Shin_Ganondorf~
02-12-2004, 07:44 PM
^-How To Wield The Triforce of Power-^(version 2.4and a 1/2) by ~Shin_Ganondorf~

1. Why Ganondorf?
====*Encouraging your Ganondorf
2. Moves List, %'s, everything
====* Do's and Don'ts
3. Applying Tech's Tricks
====*The Wavedash
4. Spike Technique's
5. Combo's and named Combo's
6. Closing Words



Why Play Ganondorf?
Lets see, slow character with uber strength . . . with captain falcons fighting style. <pause> . . . Sweet!

Ganondorf is OVERALL the STRONGEST character in the game but including that, Ganondorf is also a great punching bag for other characters. Just like bowser, Ganondorf likes to eat shieks needles, foxes shines, and falco's l@z0rx. Not to mention missile's from spamus.

One of the most important things a new Ganon player has to learn is they have to keep their mind under controll while being aflicted by another characters combo. Ganon will be hit several times usually inside a samus or shiek combo. The key is . . . don't lose faith. Keep watching for that moment to free yourself with DI, and don't wipe your hands off, sigh, and give up. Just like the dumb toy says, "Never give up! Never surrend- *cough-cough. . . . puke*
When you gain controll of your character again, keep your head on strait. They will usually try to charge you again to put you in a combo. Your best way to stop this . . . Neutral-A, your Thunder Punch. You have to stop their attack and begin yours. You have to remember where your combo's start, and don't throw yourself foolishly into another one of their traps. (shield grab ftw)

I can't tell you how your Ganondorf will play . . . I can only encourage you and tell you what I know.

This is my philosophy. Ganondorf is slow, and depends upon fast reflexes and a constant humming, anger-red-mind to advance him. If you adopt wavedashing and L-cancelling into your style of play and ACT as if you were playing against a shiek all the time, your Ganondorf will take on certain 'speed demon' traits. Basically. . . you should be playing a shiek vs shiek . . . xcept one of them shieks is a green-skinned psycho. And this brings me to small part of the guide i've created to help boost that urge of conquest and dominance that Ganondorf players need.

*Encouraging your Ganondorf

Have you found yourself restless when you end your combo's yet? If you havn't then you should. Most Ganondorf players won't pay enough attention to what they REALLY want, take it from your friendly Shin Ganondorf, put it in yourself that your at one life going against somebody with three and that person is shiek--What the hell do you have to loose?! Get your *** in there and throw your spirit into an all consuming fire of blind attack.
Putting yourself in this sort of turmoil will give you a fire for exceeding Ganondorf's limitations. When you feel the restriction of combo's and you see your opponent is flying away from you, slap a wavedash-roll onto the end of your fast-fall and get your arse back into the fray, you might find yourself looking at a new realm of comboing, the follow-up.

What people REALLY want is to have the fast character that does lots of damage very fast. What I offer you is something I have grown to love much more than that type of character. I offer you Ganondorf . Playing him at his full extent will make you feel your playing harder, faster, and better than those other faster character. You will have many things against you, and have to protect and counter and think more because of the restrictions. If restrictions way you down, they will make you stronger. This I have found is FACT! Restrictions make you stronger!

EXAMPLE - My Ganondorf was subject to play against a very good shiek at one point in time. Playing against Shiek (one strong bane of Ganondorf) forced me to think faster, develope faster combo's that worked, and of course work on my escaping out of combo's. I lost more than I won but after playing so much against the shiek, my Ganondorf grew better in playing FAST, and just the same against a shiek MY Ganondorf is harder to kill.

EX 2. I played Roy and became a master of the character type while my friend DMStudios played Marth. The difference between us was I lost and he won. With the restrictions that my lesser character put on me, I had to advance faster, and create more ways of attacking and comboing in order to defeat the marth. Marth was easily played by DMStudios because Marth is top tier and all that my opponent really needed in order to win was a forward smash. My Roy grew in skill while loosing more, and when it came down for me to choose Marth against his Marth, I could tell right away on the first match that my Marth was better than his because I had played Roy and learned more about Marth's style from playing Roy than DMStudios did as he played Marth.

the constant rushing and stalking of Ganondorf -- For people who play against me, I like it when they realize that my Ganondorf is not only fast, but he's more like a shadow onto their character: I'm always there, or running to them when other Ganondorf's would stop.
Ganondorf has the ability to play fast, and when you play a fast Ganondorf for the first time you will feel pride because your playing your Ganondorf several times harder to make him as fast as a fast type character. When this comes to pass, you really can't help but be content with pulling something MORE out of a character who's supposed to be slow and not able to combo greatly.



ONTO THE REAL PART OF THE GUIDE!!!

Moves List

Standing A Button, Thunder Punch - 3-7%
Speed: Very Uber Fast
Range: Very small
Priority: High, even though it is usually fast enough to strike first.
Knockback: High for neutral A


This move is one of many peoples favorite moves. This is Ganondorf's fastest attack in his arsenile, and one of his most needed. I use this move just about after every airial move that leads to a landing and me facing a shielded opponent. The punch is fast enough to smack a shield-grabber, and once this happends you can most likely dash up and grab them. Your throw combo's are stronger if you throw a Thunder-Punch in between your chain.
Remember, this move kills shield grabbers. After your forward airial, L-cancel and do this move, then run up an grab, or combo another way.


A (while dashing), Iron Shoulder - 5-14%
Speed: Decent
Range: Moderate
Priority: High
Knockback: Low, good for some combos


The Iron Shoulder like many other characters dash attacks, is basically running forward and then hitting your opponent with your shoulder. I use this in a few combo's . . . can't think of them, but it gets your opponent into the air well enough. This move isn't expected much, because it doesn't kill like Samus's, it kinda just . . . pokes em. You will find yourself being killed if you abuse this move (duh) but if used correctly, it can be a great combo add-on.

Left or Right + A, Armor Crusher - 6-13%
Speed: Fast
Range: Decent
Priority: Decent
Knockback: Low, good for combos


The range is your friend on these tilts, and the power behind them is great for combo's or just knocking your opponent the heck away from you. At lower dmg's try using a Thunder Punch and combo with one of these, and you will find they work just fine. These are also great for picking dmg off opponents. Throw these in when they least expect it, its always good to throw in an Armor Crusher every now and then.

Tilt Up + A, Volcano Kick - 14-27%
Speed: A snail could get away in time.
Range: Ok, hard to gauge though.
Priority: Impossible to outprioritize this.
Knockback: Very high


Ganondorf's most powerful attack, and if not the most feared. The uptilt starts silent, Ganondorf stretching up his leg, doing the splits in mid air (drool ladies). You will see the smoke and then you will die as most have come to know in the early days of Smash Meleedom.
This move is scary, I didn't expect Ganonodorf to be this flexible but what was even scarier is that this move is stronger than the Warlock Punch. Its pretty much the ultimate in Edge Guarding Dissing, and will make your opponent scream in fright if inside a 4 person melee they end up near you and see the smoke on the leg stop.
This move is great, I'm not going to say useless, because when it comes to edgeguarding its a complete utter diss, and its **** effective. This like other Ganondorf moves, you HIT with this, or you DON'T use it.


Down + A, Sweeping Snake - 6-12%
Speed: Decent/Fast
Range: Great
Priority: Moderate
Knockback: Low, sends opponent upward

This is a good launcher. Wavedash into position and hit with the tip if you want to scare your opponents with its reach. This isn't a poke, its a serious tilt, and can send your opponent up enough and into enough of a flail that its a sure forward-airial ftw.


Smash Left or Right + A, Nightmare Lunge - 12-30%
Speed: Slow
Range: Decent
Priority: High
Knockback: Very high


Isn't THAT a cool sounding move! In order to balance Ganondorf and make him a bit of a different character they took away the explossive effect that the forward smash does with Captain Falcon. Captain Falcon's forward smash, the Overheat Elbo, hits and blasts you strait away from him, with Ganondorf the attack knocks your opponent in the air, . . . . . -grins- in the air . . . soooo start spamming your up-airial.
This move is a great move because of the lag on it. Its like Bowsers forward smash, and the seceret to it, is the draw back, before the initial omgzorx-i'm in pain!
Watch out for the lag... Don't underestimate this attack, its power is second to the Tornado Kick.

Smash Up + A, Tornado Kick - 10-53%
Speed: Fast, (Coupled with the strength, too fast.)
Range: Fair
Priority: High
Knockback: Insanely high

Second strongest smash attack in the game. If both feet connect this is Ganonodorf's most percent damaging attack. I use this move sparingly because in the beginning of my Ganondorf playing I used the move a lot, instead of following up in the air with combo's. If somebody gets hit by this attack, its all over, they realize that now they are at or near 100 percent, and you still are a heavy strong character at zero percent and with your advanced tech's you happen to be demon fast. good-game k-thanks, bye bye.

Smash Down + A, Leg Whip - 4-21%
Speed: Decent
Range: Decent
Priority: Low
Knockback: Moderate

This move doesn't do nearly as much damage as the Tornado Kick, but the Leg Whip has its own specialty . . . COMBO'S!! The lagtime on this move is bad, if you miss, you most likely will be attacked. Using this move two times often yields success if you miss the first time (but thats just mind game talk). I use this a lot against fast fallers. They tend to eat it up, and be in a flail just ready for a lovely airial. . . such as your skull crusher. yaay for combo's!!



A Button (in air), Swooping Keese - 6-22%
Speed: Decent
Range: Low
Priority: Insanely high
Knockback: Low

Basically . . . my new favorite friend. Spam this move with L-cancels. Learn to hit with both hits (if you do hit with both attacks, grats, tons of damage ftw! 6-22%, remember.) I'm just now beginning to tie a thunder-punch on the end of this move. Its . . . strangly fast. Don't forget this move, it will save you in the middle of your opponents combo's. what will they say when a random foot kicks them in the face as they try to use a slower airial to hit you? Pretty much, omg, what was that?

tip It should also be known that this move's hit box is below Ganondorf and behind him. This attack is Ganondorf's fastest airial, so if you don't have time for that Vulture to swing back or the hidden gauntlet to bash, use this. It'll get the job done.




Forward + A (in air), Skull Crusher - 9-17%
Speed: Fast
Range: Great
Priority: Moderate
Knockback: Great

"The Fist of Death" is quite the powerful attack. Amazingly overused by Ganondorf players, but such a good move it doesn't matter if its overused. The only problem I have with this one attack is its slower than hidden gauntlet. Some who depend upon this move too much will overlook another move that will fit the situation better.
This move's hit-box is above Ganondorf as well. so its an up-airial as well.

Backward + A (in air), Hidden Gauntlet - 8-16%
Speed: Very Fast
Range: Low-moderate
Priority: High
Knockback: High


It comes out very fast, and has seemingly more knockback-KO power than the forward airial. With it being fast . . . you can spam it a whole lot.
tip To throw your opponent for a loop, as you run towards them turn around quick, and jump backwards and hit with this move. They won't really understand 'what' your doing, but i've thrown my opponent for a loop by bluntly turning in the heat of battle, jumping away from their attack with this move. Odd enough, the placement of Ganondorfs body lets him dodge attack while the fist still hits the opponent. Course that happened once so, heh.


Up + A (in air), Vulture Kick - 3-13%
Speed: Superb, though not instantaneous.
Range: Great
Priority: Moderate-high
Knockback: Great


The beloved Vulture Kick! This is Ganondorf's prised juggling wide ranged up air attack. This move is filled with speed and repitition
A seceret mind game and trick to do some damage to the opponent is to use this move like a hidden gauntlet. Jump over your oponent, or face behind them, use this move and hit with the end part of the animation, the part where he flips and also HITS from behind.
hint Another hint about this move is you can short jump and pull this out with a C-stick, and its a VERY fast killing move. Its like a knee of death at high percentages, immediate damage, immediate kill. Thats right, short jump and pull this out when your opponent is at higher dmg, and it'll do the job VERY well. Falling Up-Airial to Thunder-punch is your friend as well.

Down + A (in air), Thunder Drop* - 12-22%
Speed: Fast
Range: Moderate
Priority: High
Knockback: Moderate, but if opponent is in the air, VERY HIGH (Spike)

The DREADED ~Thunder Drop~ happends to be talked about as the most destructive spike on the game. A spike from this move, and you feel dissed, plain and simple. This is Ganondorfs most prised air move, because it doubles as one of his best Combo Starters IF you L-cancel correctly, which is sometimes difficult. And this move will Kill your opponent at around 80-100% damage (depending on character though), as will it prove to be a great set up for air combo's for all your annihilating delights.
Work on your short jump because this move happends to be the ruler of them all. A short jump and this will decides life and death for most of my opponents. I get this shot in, and I combo and combo and combo to my hearts delight. Its a good practice to save this move and use it when you plan on it hitting, even with the L cancel softening the blow of a miss-hit, there's that chance that you will be caught dead in somebodies hands. Use this move and hit with it, or try not to use it at all. This move doesn't need a special name, or a tag of 'To H-E-L-L', when you hit with this, they feel it.

A or Z (while holding), Armored Knee - 1-3%

Its always good to smack your opponent atleast one time with this move to build the damage, you should get used to also just beating the crap out of them while holding them, some people just don't expect you to keep hitting. As well, all you falco and fox players throwing in random lazers every now and then, yes look at those guys, brilliant and annoying, thats what it is to use this attack. Throw it in there to build the damage, it doesn't matter how insignificant, it helps!

Forward (while holding), Gut Punch - 2-9%

The gut punch offers less combo situations, however, it looks cool enough and is a good way to relocate the battle to a different part of the stage. Follow this up with a wavedash forward, then the mind games begin because they will be up. Its impossible to combo well with the forward throw, but take advantage of it moving your opponent into the grey area of offensive and defensive, again, mind games!

Backward (while holding), Blind Mule Kick - 2-9%

The coolest throw in Ganondorf's book of throws, its name is basically what it is. This is not a good combo starter, but it offers you that cool move and the chance that you are using it at an edge means it could knock them out and kill them at high percent. I use this mostly for looks, as most Ganondorf players would probably use it for. Best knockback of Ganondorf's throws.

Up (while holding), Jaw Breaker - 1-7%

A better juggler for Ganondorf, at low percentages you can throw juggle an opponent (who doesn't float away) a few times, and then combo it with several other things. The up throw is always good for a follow up air attack or upsmash on rare occation. Something that will basically always work is this throw and a Dark Dive, its always a good thing to get the damage in when you can. Also at low percentages, comboing this with a Thunder Punch and Armor crushers work well.

Down (while holding), Dirt Nap - 3-7%

Ganondorfs BEST throw, which you can continually pull out like a shiek throw combo to characters weighed like shiek or you :) Shiek and Ganondorf are just perfect for downthrow combo's. With this move you can really do some damage, try experimenting with your Gerudo Dragon after a few of these, and enjoy the results and possabilities!

B button, Warlock Punch - 16%-32%
Speed: SLOW
Range: Moderate
Priority: Not going to be able to outprioritize this.
Knockback: Very high


This move is a KO, move plain and simple. But instead of being a Falcon Punch KO move, this take a larger time to summon up, thus, don't use this jumping in the air expecting to land and hitting your opponent who thinks your aiming this way but isn't really so they roll into it. This weapon better serves as an edge guarding tool, just like the Volcano Kick.
When being defensive (only on occasion, because i'm an offensive dude) I tend to go up to my opponents and as they are fighting charge this move and wait for them to throw somebody into it, because this is very much a motion sensor bomb going off, everyone wants to either stop it from hitting them, or they want to use it as a weapon, throwing an opponent into it . . . better yet, hold your opponent and kindly ask your friendly neighborhood Ganondorf to step over and end the quabble.
Good for Edgeguarding diss's


Forward B, Gerudo Dragon - 9-17%
Speed: Slow-Moderate (From a distance)/ Fast (Close)
Range: Good
Priority: Poor
Knockback: Decent-high

The Gerudo Dragon is a must need move for Ganondorf, its a great combo starter, and it just looks plain COOL!(Try pausing at frame 1, glowing fist o-death) It may not have the range of Captain Falcons (or speed) , or the spike ability, but it does its job as a combo starter and a follow up for chaining smaller combo's into larger ones. This is that extra launcher you need to place your opponent in your attack zone. This is one of the ultimate tools for Ganondorf Combo'ing, use it well. The placement of this move is tricky later on against stronger opponents, but for newbs, oh bud did I own in the old days.
Dodges some projectiles!!!!! Don't forget!

***Often times the lag of this move, the pause before the initial charge of the attack, can fool opponents. Also, with a fast side-dodger, sometimes the side dodge is done incorrectly because of timing issue's, they dodge too early, hearing that 'swish' Ganondorf does, and when they pop back in they get hit by it. This move, if saved like a special bar (grins), can fool your oponents in various ways. It really is up to you to find the best uses for this move. As for using it in the air. It has no spike, so its only use really is that extra hit. On occations with my combo's being thrown out i'm actually in a place where the only way to hit my opponent again is by using this move. And their only way of dodging is either hitting me or air dodging. Against link I sometimes use this move from a short hop. I jump over the range of his arrows and usually boomerang, and I'll do this move, the lag of the move sometimes messes with the timing of my opponents side dodge yielding good results. Usually I would try to do this sort of risky move when their percentage of life is high, because if they have low percent the end lag of the dragon will end up doing more damage to me. But tell Berserker Ganon to cool his jets and wait for his opportunity--yea, right, like thats gunu happen.


Up B, Dark Dive - 10-17%
Speed: Moderate-fast
Range: Decent
Priority: Insanely High
Knockback: High

This is a Grab move, you do the Up B, and Ganondorf crouches down with a fist on the ground, and suddenly leaps up grabbing and clutching ahold of his opponent, shocking them with dark energy, and exploding from them with a kick. . . . . !!!! FNYEEAAAAUUGH!!
This is a move you can also do on the ground farther away from your opponent, you'd be surprised with the range! Blocking won't save your opponent here.

This is a great combo ender, which most G'dorf users are fond of. Most people who begin playing as Ganondorf remember the computer falcon or ganondorf using this a lot, well it works a lot, so its the first step getting on your feet with comboing.
This is a seceret about the Dark Dive, when defensive with Bowser and Link, directly from a block you can do their up B with grand results. With Ganondorf the same is true, every ganondorf player (even the best) should get in the habbit of using this defensive to offensive move, its moderately fast, its rewarding, and better than just standing there with a shield up. You can do this no matter which direction your facing. Use the up B and point your controll stick towards your enemy, instant gratification.
Can't be shielded against!

-roars with laughter, clawed hands raised in the air- "Link I shall defeat you with! The . . . CUDDLE OF DOOM!! Har Har Har!!"
. . . had to do it :)



Down B, Wizards Foot - 8-20%
Speed: Moderate-Fast
Range: Good
Priority: Average
Knockback: High/ Very high (With both characters in air.)


Aah, the speed of this move . . . is overrated. Its a good move, its predictable as **** if your used to Ganondorf players. But its PUNISHING if you get hit by it, it works in the air as well as a spike and double hitter (one hit in the air, one hit of him landing) Speaking of spike, use this on the edge after jumping, spike your opponent to ****, then use your second jump and up B to get back, just plain simple and rewarding.
This move is great when your coming back from the edge and your at final destination. Use this when your opponent comes out to spike you, the start up lag will put them in front of you, and you will spike THEM , and after they are spiked you can jump, and up B (along the side) and make it back to the ledge. Also, this move is neat when you are doing mind game things, and you jump up and instead of doing an airial you do the Wizards Foot, lags a killer, but thats part of the mind game.


Up on directional pad, TAUNT

This actually protects Ganondorf from a few projectiles, such as Shells on the ground (red one's) Even a better tuant when you use it tactically.


~INCORPORATING TECH'S~

The wavedash, I am set on it being one of the most useful tools I have in my array of skills to win. Wavedash is offensive, defensive, a way to get out of a stick situation and suprise your opponent with unknown speed, and conquer obstacles. Its a game of risk, because you can't really be invincible with this move, whereas a roll does a simlilar action but you can be invincible. (thus wavedash-roll)

WAVE DASH (jump and airdodge diagonally holding the controll stick towards your direction and tilting down a bit, do the jump and airdodge almost at the same time and extremely fast so your character slides on the ground. *best descovered with Luigi*)

I use the wavedash almost constantly. . . usually off of a short-hop forward. I like to instead of land, glide forward, then roll. Wavedash-roll

Wavedash-Roll - Wavedash + roll = the wavedash-roll, a technique that combines the speed of wavedashing, rolling, invincibility, and length to allow you to sneak up behind your rolling opponent who didn't wavedash, or to just dodge while still moving on terrain. My favorite

Wavedash Landing- From falling, if you wavedash right when you hit the ground (no landing now) you will slide along the ground farther than a wavedash from a standing positions, meaning, from a jump your wavedash may always be longer than your regular so getting around obstacles is much much easier. This is a fact, a character that needs to get somewhere, but has obstacles in the way. Usually this person would have to land, but with the wavedash you can glide onto the platform and begin in an immediate run if you need to. Wavedash Landing is one of the most used ways of wavedashing for me. It speeds up my character and most any character a lot.

Ledge-hanging Wavedash - From hanging on the edge, let go and jump (almost like a shorthop when you do it) and then do a wavedash onto the platform your hanging from, you will wavedash if you do it correctly, you may just end up short hopping up to a shield, which is still good. This is the FASTEST way to get up from the edge, though its by all means not the safest.

Your on a roll with your comboing and you desperately want to keep pressing the attack because your opponent is flailing but he/she is too far away. - Ganondorf has the second slowest run there is in the game, and his beginning animation of his run, isn't the fastest. The BEST thing you can do to press the offensive even more, is to wavedash IMMEDIATELY after your combo, and immediately slam the stick to run to do that extra smack damage and KO your opponent. The wavedash will also help you to get to your speedy opponent when they perform a laggy move (such as a downsmash with Shiek) and be able to grab them or dash attack them.

IMPORTANT- Mainly with wavedashing your going to do this. from every landing you do, wavedash into a run, or a roll.

EXAMPLE: Your doing a combo, and your hit your opponent with an up aerial (vulture kick) When your falling to the ground, do a wavedash. From the air wavedashes are more effective, you slide faster and farther, this will give you a head start to catch up to your sky rocketing opponent, so you can be the hounding dog you are and smack him up some more. Again, Wavedashing is very important for your slow Ganondorf.

Experimenting with Getting back to the stage? Suprisingly sometimes when your knocked off the edge your opponent will be rushing to get to you from across the other side (say, final destination) You will be above the edge, and your choices are these. Directional Influence (DI) to land on the stage, DI to hang on the edge, up B, because you don't use DI, or Down B, pluss jump, and up B (tricky sometimes).
If you want to shock your opponent with something, do a wavedash right to the platform. you will glide on the stage, and you can do a wavedash-run or more favorable to me, the wavedash-roll, and what is your opponent going to think!? Of course, if they havn't seen this you will fly right past them, or gut check them into the air with an Iron Shoulder and put them on the defensive. The wavedash is a fast tool for coming back from the edge, one of the most risky things to do, because your edgeguarding idiot friend likes to win.

Your trying to get around Hyrule Temple, or Battlefield, or any other stage with obsticles in your way, the big blue head of squirtle! - W.A.V.E - D.A.S.H I use the wavedash more than ever to just glide up and down terrain off jumps. Jump up on squirtle's head, and wavedash to the middle. who needs to waste an UP B, and put yourself in danger, smack your opponent, jump double jump wavedash and follow up on him. Your wavedash is your KEY to making your character Faster on ground. ANY CHARACTER can do the wavedash, and Ganondorf for one, is a character I have learned to use the wavedash with, very incorporative. The bottom of Hyrule Temple, to the top? Easily done with the help of a wavedash. You will NEVER beat a person getting to the top of Hyrule temple(using the same character as you), if they use the wavedash perfectly, because it is hands down the fastest way of getting from point A to point B, if you must use more jumps or up B's to get there. Why use them when you can wavedash. . . .

Also, if you jump from the ground onto a platform, you can press the airdodge button at the exact time you would do a wavedash on the ground, and you will IMMEDIATELY LAND with no land animation or anything, a puff of smoke and your upright and in mode for fighting, blocking whatever. think of it this way folks, the best player in smash brothers in the world in the history of smash brothers melee would be a master of wavedashing just because of the stuff you can do like that. jump onto a platform and press the airdodge button to wavedash in place, or in this case, LAND without the need of a landing animation. ITS ALMOST CHEATING!!

EXAMPLE: Go to peach's Castle start on one side of the castle and get to the other by using the wavedash at the top of your second jump when your going over the tower part and midle portion of the level. You will wavedash and drop down to the bottom VERY quickly and seemlessly. Wavedashing, important.

The wavedash is a tool for people who understand its usefulness, and those who are able to move their hands in perfection to use this almost instantly. It is a dodge, it is a way of speeding your characters way of getting around objects, its a RISKY move, and its a lifesaver. . . . (and taunt) You will find many uses for this move, when you have mastered it. But Mastery of the Wavedash is a MUST for anyone who wants to be above the rest. And for me its the one thing that made the game much more fun, its like . . . I controll the level with this move.

L AND R CANCELLING (Press L or R after doing an airial move right when you touch the ground, best known and discovered with Link's sword plant, pressing L or R to instantly recover)

Using this with Ganondorf can make Ganondorf combo much along the same speeds as Shiek. The L-cancel works when you do an air move and you land, usually you will have some lag time before being able to get up and shield or attack again, using the L or R button you can press it at the appropriate time and your character will recover in half the time or instantly. This is better understood with Link users who do the Down A in the air (sword plant) and are stuck in the ground, if they press the L button at the right time, they will recover almost instantly, a GREAT help for combo's and getting out of the way for your opponents offensive.

Your combo's are lacking because of the lag time with your air game. - L-cancel off of your thunder drop, L cancel off of any of your air moves, this will speed you up and ready you perfectly for another move. Try thunderdrop and Gerudo dragons, use your L-cancel though!

Crouch Cancelling - I am a veteran of Street Fighter/SNK type games, and I am fond of holding down and back for guarding. When I know there isn't time for me to block an oncoming attack, I will most always shoot my thumb down on the control stick to do a crouch cancel, this can save your life, and save you from being combo'ed. Use this at lower damage's so you are unphased by an attack, and you can rally up on him for using a powerful move with lag time. Crouch Cancelling is a useful tool which everyone should know, it makes you LAST LONGER, always a good thing.

You're at high damage, and a tilt is going to kill you! Crouch Cancel an attack if you can't block! You will fly away,but not as far, and you might ONLY slide on the ground, still able to tech or get back to your opponent. Save your life with this move I swear.

Shield Grabbing - if you don't know this . . . and don't use this, your screwed. [/color=red]This is a must use for every smash melee player.[/color] Hold the shield button, and press A. . . incorporate, and you will be in a new realm of fighting game-ness.


Spike Technique's - Spikes are a very important part of the game, some characters are made and unmade by their spike ability. Ganondorf has a total of 2.5 spikes, two happen to be extremely effective, the other is an added bonus for mastery of a move. The Wizards Foot, Thunder Drop. and the smaller spike is the end animation of the Vulture Kick (up airial)

Jump out there before they get too close
Spiking is a risky buisness, you have to be on your ball, you have to be ready for them to avoid it, and you have to be able to get back to the stage, or its fruitless (unless your kirby and like the backthrow)
Jumping out and doing the thunderdrop is a main spike of Ganondorfs. Its a good Idea to try and jump as far out and do the spike early on, so your opponent has to use their up B to soon to get back to the edge. Characters like Marth and Mario as examples, it would be well to jump out and encounter them farther away from the edge. 1. you put them at a huge disadvantage, because they have to do SOMETHING to stop your Thunder Drop or Wizards foot, so they might resort to using their up B too early, resulting in you getting a little hurt, and able to get back to the stage, and them floating on down to oblivion.

Edgeguard Spike
A different way of spiking is guarding the edge and spiking. If you know your opponent likes to or is bound to come up from just under the edge, your going to want to short jump and Thunderdrop, or even BETTER, short jump and Wizards Foot MAKING SURE you don't go down to them, but you hit them when they do their up B. Their head should rise above the platform, and you will hit it, and they will die, you hitting the very edge of the terrain so you streem down to a death of your own device. Marth type characters are very fun to do this with, their up B tends to rise them just up enough so you can do a Wizards Foot hitting the ground, but you also hit the top of his head, sending him to oblivion while your still at the edge, rising up all cool like from your wizards foot.

Different Human/Character, different tech
Different characters like Shiek and Peach have different ways of getting back to the edge. A Shiek is mostly invincible, so your going to want to either be COMPLETELY on the offensive, and hit her before she even goes invincible, or play it safe (the way most do) and wait for her to do her flame thing, then Thunderdrop her, and smack her back out there. Peach is a game of cat and mouse, most people know by now its a fundamental rule in smash that you don't want to be above anyone, your a prime target to get hurt. Vulture Kick, Vulture Kick, not really a game for spikes, but definitely what you have to do to kill peach.
Peach is one of those characters you actually have to KILL, its been said many times, the Peach always comes back. (this is where I play Falco and turn her flight powers into a fun spike the peach game)
I'll let you decide the different styles for different characters, for now, its onto a little more fun part. . . .


The Heart of Smash, and of this guide

_-COMBO's-_ Heck, these are just some random fun tricks. Most the time, my favorite 100% combo doesn't work. And usually I end up tweaking things aroundin my combo's so I never know if it will work the second time. Forward airials will change to up-airials, and so combos change. . . soooo, even though they are here, most of these aren't dependable. but fun! So I didn't delete them.


Nightmare Combo - Grab, Dirt Nap, Lightning Punch, Sweeping Snake, Nightmare Lunge(charged slightly)
Approximate Dmg: 45-50%

This is all for the name baby, I don't use the forward smash as much as I should, its great, its like Bowsers forward smash, the real back, and the steaming forward of a powerful smash. Pluss, you can stem this combo (as you can with most Ganondorfs combo's) from a grab. Throw them into the ground, and punch them, setting them up for a Sweeping snake, then let them land, let them get up, they won't know your charging this move. It will teach them well, and on the day they learn, you won't charge it, you will do . . . this.

Broken Dream, Nightmare Rush - Grab, Dirt Nap, Lightning Punch, Sweeping Snake, Nightmare Lunge(no charge), Gerudo Dragon, hidden Gauntlet, Skull Crusher
Approximate Dmg: 95-100%


Another combo with the tag of ULTIMATE combo, This is the next step in the Nightmare Combo. This requires a degree of luck, and a load of perfection. It works on a set few characters, but were talking 95 - 100 % damage on this one, its worth it to know your opponent, and their character. Do the Nightmare combo, up to the Nightmare Lunge, DON'T charge the nightmare lunge, instead hit them with it, then, if your lucky you can follow with the VERY TIP of a Gerudo Dragon. This will knock your opponent into the air for a great back airial, hidden gauntlet, which you can then do your fist of death. . bluntly run up to them and smack them up. They will most likely recover by now, but . . . oh the glory of getting that final hit in. DO IT! Even if your risking it, DO IT for the GLORY of the Nightmare Rush!

The Scavenger - (end of) Vulture Kick, Gerudo Dragon
Approximate DMG: 20-25%

One of the more advanced ways of starting combo's with Ganondorf. Something everyone should learn to use is this combo starter, it can easily lead into parts of the Berserker Death charge, one of Ganondorfs more ultimate combo's. Your opponents might learn to see this coming, but thats the glory of it. Through your playing you will learn many ways to start combo's, you don't necisarily have to start combo's with this move, it hits so far away you can back off and keep 'PICKING' at your opponent.

Wizards Wrath - Skull Crusher, Wizards Foot
Approximate DMG: 27-30%

This can lead to a stale-mate against most characters, against laggier characters and depending on which part of the wizards foot you hit with, you might be able to follow up, mostly your looking at this as a lucky beginning combo. This works almost ONLY from zero percent. This is one of the more useful combo's with the Wizards Foot, actually I'd stake that just about only THIS combo makes the Wizard Foot more common. Most people will wonder what to use the Wizards foot for later in the game because its laggy and isn't that good to use a lot, this combo makes the move useful and the lag is acceptable.


*******************************************
Closing Words

Ummm . . . yea. I did a little update . . . not enough to make me real happy at all. I think all I did was 'begin' trimming out the garbage in this. It still has 'some' good info in it. -yawn- Cut out the banes part, i'll either have a complete list of what to do against this character, or nothing at all.

As for what i've been doing with G-dorf. . . heh. Working on nueteral-airial spamming. Missile deflection and finding different angles to attack from. btw, nobody expects the forward-B in the air. . . juuust right over links and samus's missiles. they learn fast though :)

May end up poking this thing again some day. . . as for now.
lame attempt to poke and prod things need fixin.

as always. Love to the G-dorf.


- ~Shin_Ganondorf~

SilvenswordsmanX
02-12-2004, 08:14 PM
THIS IS THE BEST GUIDE EVER...You explain everything with truth and without lies in this guide, I've seen other guides that do approximations and stuff but this one is exact in everything it says. Your Ganondorf seems the same as mine(although hes not my best and im sure mine isnt as good as yours) Fallen to sheiks,marths..the works. I dont know about that kirby thing though, never had a kirby vs ganondorf. And YOUR EXACTLY RIGHT about him being the strongest character in the game, f*** bowser and DK, notice: that these two "creatures" have moves that rack up damage ex: Bowser's up+b and DK's forward+b. OMG THAT CRAZY ISNT IT? LOOK AT GANONDORF, truthfully i cant name a single move that he has that cant KO you at 200% or less. Even his neutral A JAB has a knockback and its super fast, I mean light speed<><><><> in all my time of playing with ganondorf no1 has ever seen it coming. The weakest aerial he has is his backflip kick and THAT can even KO you at 150% or less. Just goes to show, this isnt always right------------------------------> POWER<SPEED ......:beezo: Theres really nothing I can add, you basically covered everything.

footnbaseball
02-12-2004, 08:30 PM
hehe...even better then the old one, and the old one was pretty **** good. im gonna pick up ganon again because of this.

ArC_man
02-12-2004, 08:36 PM
Nice O_o

you took an already great guide and improved it, how is that possible? :D . Now i have to bookmark this also :p

bluelion20
02-12-2004, 08:37 PM
Silven, I have no clue wtf you said in the first half of your post, but you should know that Ganondorf would suck if his power balanced out to his speed (which means if his speed was sucky BTW). The 2nd half of your post leads me to believe that you think he is slow. He has Excellent power and average speed. But of course, even average speed will prevent a character from going to top tier :(

And also, Ganondorf is strongest, but not by much. Bowser is a close second.

Umbreon
02-12-2004, 09:20 PM
2.0 good **** son.

I only disagree with one part in the entire guide, and that's the fox thing. Ganon is 4th heaviest in the game, he does not die up well. Rather, every KO you're likely to get would be shinespike to edge hog.

Silvance
02-12-2004, 09:30 PM
Oh yeah, another guide to one of my best characters, you're making me better Shin.

~Shin_Ganondorf~
02-12-2004, 10:29 PM
Oh yea, I just remembered that Mow, thanks.

I'll put that in on version 3.0 when I discuss more about bane's and counter characters, and just matchups entirely.

Fox's shine spike is being used more often to me (thanks to DMStudios who plays as a TON of characters, he's handy to have around.) and I tend to die because of that, which sucks . . . -stares off to oblivion-

-finishes shaving-

thanks for replies folks.

beefbutcher88
02-13-2004, 12:01 AM
One of my best friends play Ganondorf. Badly. I'm making him read this. Thanks.

~Shin_Ganondorf~
02-15-2004, 04:31 PM
For those random few that read this guide fully. I'd deeply appreciate anything you have that would help improve this guide. I have a hint that I need to write a sub-section near the Banes category that explains hints and how-to's against basically every other character. (they won't be nearly as big as the bane's though)

I dont' know if I should consider that for 3.0 or not.

Also, if there is any information in regards to different ways people use their Ganondorf, all that information I could use and compile in the next version.
Don't be afraid to speak up, i'm not one to bite heads off.

Thanks for reading.

HavocLord
02-15-2004, 04:53 PM
Overall a really nice guide. I do have to complain that you used the moves names instead of f-air for example. Move names are not universal and memorizing them to read your guide is quite a pain. Please use the direction/button set up... please!!!

Also about the projectile dodging with f-b, you might wanna say that they dodge lasers. As that's most likely the most important projectile they'll ever need to dodge.

Mow, although Ganon happens to be the 4th heaviest, floatiness and the fact that he can be comboed into up kills easily does make a difference. Drill, shine, up tilt, flip kick, up smash, dash attack, all lead to or are up kills that work very nicely on Ganon. And when Ganon's in the air, he doesn't have much protection his bottom in terms of quickness. The spike is slow, air dodge leaves you open, and down-b lags like a mother. But overall shines are the leading cause of Ganon death.

PXTalon2000
02-16-2004, 02:08 AM
HavocLord: "The spike is slow, air dodge leaves you open, and down-b lags like a mother."

Ever tried neutral air? It can work sometimes when people are going up at you. Air dodge leaves you open when you're in the air.. when you're close enough to the ground it not only dodges but gives you a chance to get your own hit in.

Also about the gerudo dragon, I don't think you mentioned that if you use it at the very beginning of a jump, like right above the ground, it can be a mind game device and a good attack at the right angle. You're so close to the ground that the recovery is much quicker than it would be done simply on the ground. And if I'm not mistaken you can combo off this pretty easily. The drawback is it's easier to hit through, and if I'm not mistaken just a little slower to start, factoring in the lag on the jump. The range is also shorter, but this isn't necessarily a disadvantage.

If you did mention this and I missed it, you may destroy me.

AWrulez
02-16-2004, 04:38 AM
According to my research (http://smashboards.com/showthread.php?s=&threadid=33448), Ganondorf is the fifth hardest character to KO vertically.
I think I've seen Ganondorf's down+B do 24% or 22%. You have to use it in the air, and hit the victim with the ensuing shockwave that comes when you reach the ground as well.

Gobolt
02-16-2004, 12:55 PM
I just thought that you haven't discovered these itty bitty little combo's that are easy to perform but are actually quite good, they wokrs wonders especially when your opponent has his/her back to the wall or edge, especially if the opponent doesn't posess a good way to come back from the edge, so it won't work on Jiglypuff, Samus and Peach, at least on the edge, if they have their back to the wall, the only one that posesses a good change of stopping you is Luigi, and also these are ment for racking the damage from 0 to who knows where.

(on the ground) A, Dtilt, Ftilt.

Continue using those tilts for so long you please and if you are facing a wall finsh it before the opponent starts going too high with a fair, uair or dair, depending on the opponent. And if you are facing the edge, the most approriate move to finish is the dair, but you must take to accord that the opponent might be Luigi, who will hit you before you can hit him, so you should use uair instead. DI can neutralise this but if it is the wall you should be able to continue this with a quick Thunder Punch, it should push the opponent back. Notice that i've only tested this on comps (cause I haven't got anyone good to play against) and can therefore be not working one.

And the next one better at lower % like 13(this is also tested on Comps)

Ok, now I'll get it:A, Ftilt, shffled fair and downb.
if done near but not too near the edge you and the opponent will be in the air, if you can or dare you could try to get to a distance that you could upb from, it will nearly always mean a certain death to you opponent. but if you miss the upb you're the one dying instead. A bit risky, but if it succeeds it will be an instant death.

Give some info about do they work or not, will you?

One thing that your great guide would need might be things for newbs, and I think that these are great against comps so they could actually fit in it, but hey, what do I know:)

and as I told, they were tested on comps, so they might not work on humans.

BlackLightning1
02-17-2004, 11:14 AM
Many improbvements, i didnt read the whole thing like last time, but i did check through the parts i found bothering last time and fonund them inproved.

Nice work

F@GR&MA
02-21-2004, 12:09 PM
Woah that must of taken a long time to do,, but its nice. Ganondorf is my best guy and I didn't know he could chain grab, and I always thought th -> B sucks. I gotta try some of this stuff out now

Linkzrath
03-01-2004, 05:42 PM
Thanks to you, Shin, I have truly learned what one can do with the King of Darkness. Thanks. I have learned that Ganon is speedy in his attacks. I can crush any level 9 CPU (something that proves you are not totally bad with him) with his awesome power. Now, if you'll excuse me, I'm going to crush my friend with his awesome might.

jra64
03-01-2004, 07:31 PM
the ony con I see is that he used the actual names for the moves instead of notations.... I know you don't need my criticism...

Gobolt
04-06-2004, 01:23 PM
Just realised a combo that you haven't got in your guide, it's as simple as simple can be, just requires a bit of luck. First, for this to be fully effective, make sure that you will be next to and back against the edge and your opponent straight ahead of you, do a few dtilt's until you opponent decides to DI away (this is where the luck comes to play) if he decides to DI behind you, stop him dead in his tracks with a Thunder Punch, but if he DI's away from you simply do a dash attack. If you hit it right (the last possible moment, I think), your opponent will fly up and behind you and you should response with a uair,but make sure that it will hit with the last part of the attack so that the opponent will fly on a more downwards trajectory and over the edge, giving you all the possible edge guarding possibilites Ganondorf has.

If you hit a tad too early and are feeling lucky (or completely blinded by your rage) you could try to hit your opponent further from the edge with Wizards Foot from the ground, time it so that your opponent has just used his/her second jump and is a bit above you as you should be gliding through the air to hit your hapless foe into oblivion. But if you miss, it will most likely mean you death.

Felt like bumping this guide back up as well.

Edit: Another lil' combo I just tested, pin your opponent into a wall and start using Thunder Punch (your timing must be absolutely perfect for this to work), and as you opponent gets over your head, use uair for good results. This must be done when your opponent is at low damage so that he won't fly out of your combo, he/she will when the damage get's over 50%, the perfect timing is quite hard but doable after a couple of hours of trying.

TestRider
06-15-2004, 02:00 AM
Easily the best guide I've read on smashboards so far, though thats not really saying much ;) Read it from the first line to the very last one, you bring several interesting points to my attention. I definitely need to start wavedashing with my Ganondorf, even if it's only for wavelanding. Two things I think are missing in the guide :

1- You don't talk a single bit about Ganondorf's roll, beside the wavedash-roll part. Considering Ganondorf's roll is very quick and his wavedash doesn't take him far, I think it's safe to say the G-ster relies quite heavily on rolling.

2- A very simple and effective combo is the double spike (short-hop above your opponent's head and pop him up with your aerial down+A, L-cancel and then jump up and spike him back down to ground level), which I call the stampede. Works with plenty of characters, but the sheer power of Ganondorf's spike makes it superior when playing as him. Not only does it hit for a very respectable 42%, but it's one of the few combos which cannot be DI out of and it can be followed with some mind games. If your foe fails to tech after the second hit, you can go stampede on his *** once more. If he rolls away upon hitting the ground, try to follow up with a running attack, an aerial forward+A or a wavelanding and pretty much anything.

SmashedBrother
06-15-2004, 04:33 AM
i read it from start to finish, and i must say, EXCELLENT guide. I read the first version fully, and this second one seems even better. If a couple things were explained more, it would help greatly:

1) Which of combos work on floaty characters and which ones work on light characters? I tried a few of the combos mentioned and at the suggested percentages (these combos mainly involved the gerudo dragon) and i only got halfway because of super-floaty DI or too fast a fall. which brings to the second part:

2) you emphasize gerudo dragon a lot in combos and i can see why. Could you give some advice on ways of properly landing the attack? It tends to be slow and people see it and immediately either hit through it or shieldgrab it. I try setting up into it, but they always recover too fast and counter with some aerial before i land the hit.

But overall, this is quite possibly the most instructional guide i've read yet.

Cyphus
06-15-2004, 06:42 PM
personally, this is the best guide i've read
exellent job!!!
i love how you take each move..and put its attibutes immediately following, its very easy to read quickly that way, w/out literally SAYING, "this attack can do 12 to 15 percent"
and the breaking down of them individually is superb.
i have no complaints whatsoever. and will experiment my gannon w/ some of you're suggestions

TestRider
06-16-2004, 12:39 AM
2) you emphasize gerudo dragon a lot in combos and i can see why. Could you give some advice on ways of properly landing the attack? It tends to be slow and people see it and immediately either hit through it or shieldgrab it. I try setting up into it, but they always recover too fast and counter with some aerial before i land the hit.

Obviously you can't just charge blindly at someone with this. It's one of those moves you've got to hold back and unleash when you think it'll catch the opponent off-guard. The delay before the attack, when Ganondorf pulls back a little, is ideal for faking out on your foe and make him throw an attack at thin air right before you run up to him. It isn't exactly easy to punish Ganon when he uses this move anyway. The huge knockback it causes when shielded makes it impossible for anyone beside Marth and the peeps with long-range grabs to shield-grab Ganon's huge butt. When side-stepped, it makes Ganondorf go into the uppercut animation anyway, letting him recover before getting hit by a counter-attack instead of falling down to the ground. And unless you're playing as someone with a really good roll or wavedash, you can't back off from it fast enough to avoid the blow and retaliate. Short-hopping most likely won't let you get high enough to avoid the blow, and a full jump gives Ganon time to recover. All in all, the trick is to use this move without getting to the point where it becomes predictable. Never use it from the full length,and be ready to pay the cost if the opponent spots it. A fair trade, in my opinion.

EDIT : Restrictions make you stronger!

I've got another example which proves this. My friend, who's been playing as Ganondorf for a very long time, has been spiked countless times thanks to the G-man's crappy recovery. With so many opportunities to practice meteor canceling, he's now freaking good at it. It has got to the point where I'll often be the one getting killed if I try to spike his Ganondorf, since he'll cancel the hit and catch me with his up+B move, making me bounce off the side of the stage and fall to my death. Obviously this ability proves very useful no matter who he plays as, so Ganon's poor recovery actually helped him become a better player.

EdreesesPieces
06-18-2004, 06:49 PM
I gotta say thanks for this guide! I've been meaning to try to get really good with one of the slower/bigger characters. I use Falco, Young Link, Marth and Peach..all characters who are pretty fast, so this will add good variety to who I play well as, as I've decided to get really good with Gannondorf. Thanks I just read the whole guide and its going to help a lot =)

Gannon the Dwarf
07-06-2004, 01:55 AM
As a player eager to learn how to master gannon, I found this guide very helpful. I have most of his moves down and have gotten over 654 K.O's with the character. I don't mean to sound like a ignorant newb, but this seemed like the best place to ask, can somebody please clarify the wave dash to me? I re-read that section over and over and I can't really comprehend the directions for it.

GanondorftheXXVI
07-07-2004, 09:13 PM
Wow, Shin, great guide, pretty much all a Ganondorf Fan like me can ask for. I noted one minor error but it doesn't really matter: the leg whip can do past 21 damage. Maybe you should emphasize the effeciveness of Shffl'ing attacks a little more. One thing I didn't understand was the ledge-hanging wavedash. When you described it, you said that you have to drop from the edge you are hanging from, then jump, then wavedash onto the platform. Whenever I let go of the edge, though, I cannot get above it with a single jump. I never end up above the level of the platform so I can never wavedash into it. Ahh, but who cares... Great guide... I especially liked the way you portrayed the spirit you must be in to master Ganondorf. The "Encouraging your Ganondorf" section is a gem the likes of which I have not seen in other guides. I thing if I practice and apply what I read, I could improve my Ganondorf.

P.S. I am interested in your philosophy about this notorious villain, Shin, pm or something if you'd like to share.


Ganon the Dwarf: The wavedash consisits of jumping (preferably short hooping, jumping low) and wavedashing diagonally down, towasrds the ground as soon as or shortly after your character takes off. If you air dodge diagonally into the ground, your character will slide. Basically, jump, as soon as you leave the ground air dodge diagonally back towards the ground so that your air dodge is "cancelled out." You should also check out the SWF Compendium of SSBM knowledge in the Melee discussion forum, in case I am not being articulate enough, and also to familiarize yourself with the terms used on smashboards.

Don't feel like a newb, there's no way to know of Wavedashing and all this crazy lingo unless you visit the site or have friends who are serious smashers. I was like "What the ****!" when I first visited the site and saw stuff like "Wavedashing," "L-cancelling," and whatnot.:chuckle: . Anyway, I'm a fellow Ganon fan/user, trying to improve, so I wish you luck in mastering this incredible character!

Gannon the Dwarf
07-07-2004, 10:09 PM
Thanks, I'm trying to test out the wavedash think something might be off with the timing.

And another thing I found that was very original about this guide is that you said you should try and play him as a fast character when he isn't. I doubt any other guides out there would go out on a limb and do that.

ArC_man
07-07-2004, 10:39 PM
One thing I didn't understand was the ledge-hanging wavedash. When you described it, you said that you have to drop from the edge you are hanging from, then jump, then wavedash onto the platform. Whenever I let go of the edge, though, I cannot get above it with a single jump. I never end up above the level of the platform so I can never wavedash into it.

Yea, jumping to a WD back on is rather tough w/ ganon because his jump is so horrible (you can't even drop off and jump back on w/ an attack cause he doesnt go high enough). Your just off with your timing. It has to be done really quick, pretty much airdodge right when you hit the peak of your jump, dont forget to angle it horizontal or a bit downward or else you'll just get an airdodge. Instead of pressing the control stick down, press it to the side (to drop off the ledge)... maybe that'll help, i unno.

GanondorftheXXVI
07-07-2004, 11:08 PM
Thanks ArC_Man, I'll try out what you said. The ledge hanging wavedash does not seem SOOO useful, however. I dunno, but I think it would be pretty difficult to pull this off 100% of the time, and it's quite risky (you may air dodge to your doom if you screw up) I think it's best to know this while still using other means of recovering. Like Shin said in the guide, it's the fastest way to get up, but by no means the safest.

PXTalon2000
07-08-2004, 02:59 AM
Y'know, on levels with flat ledges where you can go through the floor.. You actually can attack and get back up at the same time (while traversing a considerable horizontal distance).

Ganon963
07-08-2004, 03:56 PM
Nice guide. I been using the Dark Dragon combo alot. I even pulled off a Dark Dragon combo followed by a Thunder Dash.

UNDlSPUT3D
07-09-2004, 03:56 AM
Your guide is simply put amazing.
I enjoyed reading it very much.
Two thumbs up.

As for myself I've been hording and editing my own guide, and I've decided to post it. So, here it goes.. =)

cablepuff
07-09-2004, 12:53 PM
Originally posted by ~Shin_Ganondorf~
Somebody is going to rush at you and do a dash attack, lets say the infamous SHIEK dash attack. [/i]- easily countered, and made a mockery of. Shiek is the bane of Ganondorf, and the dash attack is one of Shieks best combo starters, if you block this move, you may or may not grab her, because she's so freaking small. Its much easier to make her look slow by wavedashing backwards. She will end up right next to you, so you can jump on her head and glove her body in lightning with the Thunder Drop, or perhaps if the Shiek player does not duck, shield -grab her and give her a taste of her own throw combo's (downthrow abuse)

Actually, its not her dash attack that is threatening, its the fact that she can decide to cancel her dah attack into a grab, giving her the "range of her dash attack.

UNDlSPUT3D
07-09-2004, 06:38 PM
Nice one Cablepuff. ~.o Lol.

~Shin_Ganondorf~
07-19-2004, 08:23 PM
Thanks ArC_Man, I'll try out what you said. The ledge hanging wavedash does not seem SOOO useful, however. I dunno, but I think it would be pretty difficult to pull this off 100% of the time, and it's quite risky (you may air dodge to your doom if you screw up) I think it's best to know this while still using other means of recovering. Like Shin said in the guide, it's the fastest way to get up, but by no means the safest.

Mwuaahahahaa! Of course its not SAFE, it'll KEEEEEEL you MANY times before you get it down. Try to get in touch with your random japanese side. Life, winning, proving worth, throw it all away to practice IN matches. I see it this way for this move.

Its the fastest way of recovering from an edge, hands down. Ganondorf is slow . . . hmmm.

On a random occurance two combatants smack each other to opposite sides of the battlefield. Immediately you both should feel happy, this is a climactic clash ending with us flown appart and looking to grab the edge. Problem, Ganondorf is sure to get on the ledge and back in the fray, but he's slow. While fox is running to your side of the edge you could JUST be recovering.

If your INTO your ganondorf enough like I am, there becomes a very DIRE need to become the most fierce and fastest devil out there. I'll risk my death, feeling the spirit of the fight in my soul, and from the edge wavedash recovery into a wavedash-run. All of the sudden, Ganondorf isn't so slow anymore, your opponent would compare this to the time on Final Destination when he waited on one side of the screen for you to come back from death knowing that you have to drop, land, then begin running, and instead of that, ganon fastfalls, wavedash-run's and gets there amazingly fast for a suprise attack.

Its speed, its shiek speed i'm pulling out of my character. And thats utter amazement for some people who havn't seen Ganondorf with that sort of disregard to the way he was meant to be built. Slow and powerful? pssh, not for me, never again. I don't play Ganondorf, I play Shin Ganondorf, there's a frikkin difference.

Wavedash recovery also has a random side effect.

If you jump onto a platform and don't see a landing animation, it basically means you jumped the perfect ammount so you trick the game into just giving you a spot up there (try to understand that . . . ugh, i should make vidios)

Wavedash Recovery sometimes turns into a short hop, land on the platform with an IMMEDIATE SHIELD. Still the fastest recovery . . . instead of invincibility frames which can be measured and countered by advanced players, you pop up with a shield . . . something you can controll with shield grabs, rolls, sidestep dodges, and etc (of course your opponent will most likely hit you back off the ledge to hang there.

and I think i'm done
(doesn't bother re-reading)

-firmly plants his zwiehander sword into the unforgiving obsidian floor of his territory-





. . .

-random dancing-

ArC_man
07-19-2004, 09:07 PM
on the topic of recovering from a ledge... i found out that ganon CAN attack while getting back onto the platform (O_o). Drop off, jump and use u-air. Then you can l-cancel do w/e that comes after a shfflc'ed u-air O_o.

no im not goin crazy... if u watch Cj vs masashi vid (ganon vs roy).. cj does this once (which made me go try it out a buncha times and it works!)

Marceux
07-28-2004, 07:57 PM
I hardly ever post, but after reading this guide... wow... great job. I'm a Ganondorf player as well and I'm thankful for the amount of time you put in this guide for us Gerudo-Lovers.

If you need someone to proof read, help out, do some research, or whatever with this guide, PLEASE ASK ME! I'll be more than welcome to do it (**** I WANT TO!). Just PM.

Dr.Capsule
07-30-2004, 05:38 PM
Totally incredible FAQ!
I've been Wavedashing and L-Canceling with my Ganondorf for quite a while now but I think I could take my King of Dark Waters (Plays blue Ganondorf ;)) to a whole new level, especially by incorporating Neutral-Air and Forward-B into it. Thanks, you've relit my Ganondorf-flame.

Linkzrath
08-01-2004, 10:23 AM
-Against CPUs, I typically start a Gerudo Dragon, follow up with a Vulture Kick, then finish them with a Skull Crusher, running like mad to follow the DI.

-I can't shuffle very well, though I can L-cancel about 40% of the time.

-I can wavedash easily, but somehow I always go into a shield and I can't follow up easily...

-The Dorf is my principle character...and I will use Dorf as my name in the Smash World...

Blazin Elf
08-10-2004, 09:07 PM
Holy cow! This FAQ helped me so stinking much with Ganondorf! Now people actualy fear me when I'm him.